Subject Description Form. Upon completion of the subject, students will be able to:
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1 Subject Description Form Subject Code Subject Title EIE408 Principles of Virtual Reality Credit Value 3 Level 4 Pre-requisite/ Corequisite/ Exclusion Objectives Intended Subject Learning Outcomes Nil To provide the theoretical and practical knowledge about virtual reality technologies and the fundamental concepts involved in building and displaying virtual worlds. Upon completion of the subject, students will be able to: Category A: Professional/academic knowledge and skills 1. Understand the underlying enabling technologies of VR systems, 2. Design and create a basic virtual environment, and 3. Design an appropriate virtual reality solution for an application. Category B: Attributes for all-roundedness 4. Learn independently. 5. Acquire team work and presentation skills. 6. Appreciate the importance of creativity and critical thinking, and to realize that there is no perfect virtual reality system for any particular situation and that engineers have to find optimal solutions, or make practical designs. 7. Develop a fuller understanding of social and community issues related to the application of virtual reality systems form case studies. Contribution of the Subject to the Attainment of the Programme Outcomes Programme Outcomes: Category A: Professional/academic knowledge and skills Programme Outcome 1: This subject contributes to the programme outcome through teaching of the fundamentals of VR technology and providing the students with an opportunity to practice the application of knowledge. Programme Outcome 2: This subject contributes to the programme outcome through designing of simple VR systems and providing the students with an opportunity to conduct experiments and solve practical problems through mini-projects. Category B: Attributes for all-roundedness Programme Outcome 11: This subject contributes to the programme outcome through student mini-projects. Programme Outcome 12: This subject contributes to the programme outcome through tutorial discussion and exchange of design idea. Programme Outcome 13: This subject contributes to the programme outcome by providing opportunity for the students to understand practical VR system in a number of site visits. Subject Synopsis/ Indicative Syllabus Syllabus: 1. Introduction to Virtual Reality 1.1 Historical development of Virtual Reality 1.2 The benefits of Virtual Reality 1.3 Generic Virtual Reality Systems 1.4 Real-time computer graphics, virtual environments: visual feedback, tactile feedback, acoustic feedback
2 2. 3D Computer Graphics 2.1 Transformations and the 3D world; Modelling objects, dynamics objects 2.2 Physical modelling: Constraints; Collision Detection, Surface Deformation 2.3 Perspective Views; Stereoscopic Vision 3. Human Factors 3.1 Vision and Display 3.2 Hearing, Tactile and Equilibrium 3.3 Health and Safety Issues 4. VR Hardware 4.1 Computers: Graphics and workstation architectures 4.2 Input Devices: Sensors and transducers, Gloves, 3D mice, 3D trackers, Navigation and Gesture Interfaces 4.3 Output Devices: 3D Sound, Graphics; Haptic Displays, Force feedback Transducers, HMD 5. VR Software 5.1 VR Software features and web-based VR 5.2 Animation and Virtual Environment: linear and non-linear translations, angular rotation; shape and object inbetweening; free-form deformation 5.3 Modelling virtual worlds; physical simulation; VR toolkits 5.4 Programming of Virtual Environment: Mechanics of VRML; VRML browser; creating VRML environment; 3D modellers; worldbuilding toolkits; VRML utilities 6. VR Applications 6.1 Engineering and Industrial : CAD and CAM techniques 6.2 Training, education and simulations: Flight Simulator, Cab Simulator 6.3 Games and entertainment: PC based games, XBOX and Wii Laboratory Experiment: 1. VR related Hardware 2. VR related Programming Tools 3. Practical VR Systems Case Study: 1. Applications of VR/VE in Training 2. Applications of VR/VE in Entertainment 3. Applications of VR/VE in Manufacturing and Product Design 4. Applications of VR/VE in Therapy
3 Teaching/ Learning Methodology Teaching and Learning Method Intended Subject Learning Outcome Remarks Lectures 1 Fundamental principles and key concepts of the subject are delivered to students. Tutorials, Site visits Laboratory sessions, Mini-project 5,6,7 These are supplementary to lectures and are conducted with smaller class sizes; students will be able to clarify concepts and to gain a deeper understanding of the lecture material; problems and application examples are given and discussed. 1,2,3,4,5 Students will conduct mini-project to better understand in the various practical aspect of VR Systems.
4 Alignment of Assessment and Intended Subject Learning Outcomes Specific Assessment Methods/Tasks % Weighting Intended Subject Learning Outcomes to be Assessed (Please tick as appropriate) Continuous Assessment (total 50%) Site visit reports and presentation 20% Assignments/Tests 5% Mini-project reports and presentation 25% 2. Examination 50% Total 100% The continuous assessment consists of a mini-project, a number of site visit and logbooks, case study reports, a number of short quizzes/assignments and a mid-term test. Explanation of the appropriateness of the assessment methods in assessing the intended learning outcomes: Specific Assessment Methods/Tasks Site visit reports Assignments, tests and examination Mini-project reports and presentation Remark These can measure the students understanding of the theories and concepts as well as their comprehension of subject materials. End-of-chapter-type problems are used to evaluate the students ability in applying concepts and skills learnt in the classroom; students need to think critically and to learn independently in order to come up with an alternative solution to an existing problem. Each group of students are required to produce a written report; the accuracy and presentation of the report will be assessed; oral examination based on the laboratory exercises will be conducted for each group member to evaluate their technical knowledge and communication skills. Student Study Effort Expected Class contact (time-tabled): Lecture 24 Hours Tutorial/Laboratory/Practice Classes 18 hours Other student study effort: Lecture: preview/review of notes; homework/assignment; preparation for test/quizzes/examination Tutorial/Laboratory/Practice Classes: preview of materials, revision and/or reports writing Total student study effort: 36 Hours 27 Hours 105 Hours
5 Reading List and References Textbooks: 1. Gerard Jounghyun Kim, Designing Virtual Reality Systems, the Structured Approach,Springer London, Grigore C Burdea abd Philippe Coiffet, Virtual Reality Technology, 2 nd Eds., Wiley Interscience, John Vince, Introduction in Virtual Reality, Springer, John Vince, Virtual Reality Systems, 1 st ed., Addison-Wesley, Reference Books: 1. Virtual Reality Application Centre, Iowa State University, 2. IEEE Proceedings in the 2 nd International Workshop on Haptic, Audio and Visual Environments and their Applications HAVE 2003, Ottawa, Canada, IEEE Proceedings in 2003 IEEE International Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems, Lugano, Switzerland, R Earnshaw, R Guedj, A Dam, and J Vince (Eds), Frontiers of Human- Centred Computing, Online Communities and Virtual Environments, Springer, John Vince, Essential Reality Fast, Springer, M.L. McLaughlin, J.P. Hespanha, and G.S.(Eds.), Touch in Virtual Environments, IMSC, MEDIA LAB at MIT, 8. Electronic Visualization Laboratory at the University of Illinois in Chicago, 9. Augmented Reality Links Virtualized Reality at CMU Augmented Reality & Computer Augmented Environments Virtual Reality, Augmented Reality, Tele-robotics, Virtual Reality in Medicine, WorldToolKit by Sense8, Visualization and Virtual Reality for manufacturing
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